/******************************************************************************************* * * raylib [shaders] example - fog * * NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support, * OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version. * * NOTE: Shaders used in this example are #version 330 (OpenGL 3.3). * * Example originally created with raylib 2.5, last time updated with raylib 3.7 * * Example contributed by Chris Camacho (@chriscamacho) and reviewed by Ramon Santamaria (@raysan5) * * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, * BSD-like license that allows static linking with closed source software * * Copyright (c) 2019-2023 Chris Camacho (@chriscamacho) and Ramon Santamaria (@raysan5) * ********************************************************************************************/ #include "raylib.h" #include "raymath.h" #define RLIGHTS_IMPLEMENTATION #include "rlights.h" #if defined(PLATFORM_DESKTOP) #define GLSL_VERSION 330 #else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB #define GLSL_VERSION 100 #endif //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ int main(void) { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available) InitWindow(screenWidth, screenHeight, "raylib [shaders] example - fog"); // Define the camera to look into our 3d world Camera camera = { 0 }; camera.position = (Vector3){ 2.0f, 2.0f, 6.0f }; // Camera position camera.target = (Vector3){ 0.0f, 0.5f, 0.0f }; // Camera looking at point camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) camera.fovy = 45.0f; // Camera field-of-view Y camera.projection = CAMERA_PERSPECTIVE; // Camera projection type // Load models and texture Model modelA = LoadModelFromMesh(GenMeshTorus(0.4f, 1.0f, 16, 32)); Model modelB = LoadModelFromMesh(GenMeshCube(1.0f, 1.0f, 1.0f)); Model modelC = LoadModelFromMesh(GenMeshSphere(0.5f, 32, 32)); Texture texture = LoadTexture("resources/texel_checker.png"); // Assign texture to default model material modelA.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; modelB.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; modelC.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Load shader and set up some uniforms Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/lighting.vs", GLSL_VERSION), TextFormat("resources/shaders/glsl%i/fog.fs", GLSL_VERSION)); shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel"); shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos"); // Ambient light level int ambientLoc = GetShaderLocation(shader, "ambient"); SetShaderValue(shader, ambientLoc, (float[4]){ 0.2f, 0.2f, 0.2f, 1.0f }, SHADER_UNIFORM_VEC4); float fogDensity = 0.15f; int fogDensityLoc = GetShaderLocation(shader, "fogDensity"); SetShaderValue(shader, fogDensityLoc, &fogDensity, SHADER_UNIFORM_FLOAT); // NOTE: All models share the same shader modelA.materials[0].shader = shader; modelB.materials[0].shader = shader; modelC.materials[0].shader = shader; // Using just 1 point lights CreateLight(LIGHT_POINT, (Vector3){ 0, 2, 6 }, Vector3Zero(), WHITE, shader); SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- UpdateCamera(&camera, CAMERA_ORBITAL); if (IsKeyDown(KEY_UP)) { fogDensity += 0.001f; if (fogDensity > 1.0f) fogDensity = 1.0f; } if (IsKeyDown(KEY_DOWN)) { fogDensity -= 0.001f; if (fogDensity < 0.0f) fogDensity = 0.0f; } SetShaderValue(shader, fogDensityLoc, &fogDensity, SHADER_UNIFORM_FLOAT); // Rotate the torus modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateX(-0.025f)); modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateZ(0.012f)); // Update the light shader with the camera view position SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], &camera.position.x, SHADER_UNIFORM_VEC3); //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(GRAY); BeginMode3D(camera); // Draw the three models DrawModel(modelA, Vector3Zero(), 1.0f, WHITE); DrawModel(modelB, (Vector3){ -2.6f, 0, 0 }, 1.0f, WHITE); DrawModel(modelC, (Vector3){ 2.6f, 0, 0 }, 1.0f, WHITE); for (int i = -20; i < 20; i += 2) DrawModel(modelA,(Vector3){ (float)i, 0, 2 }, 1.0f, WHITE); EndMode3D(); DrawText(TextFormat("Use KEY_UP/KEY_DOWN to change fog density [%.2f]", fogDensity), 10, 10, 20, RAYWHITE); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- UnloadModel(modelA); // Unload the model A UnloadModel(modelB); // Unload the model B UnloadModel(modelC); // Unload the model C UnloadTexture(texture); // Unload the texture UnloadShader(shader); // Unload shader CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }